gzdoom-gles/src/swrenderer/scene/r_translucent_pass.h

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//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2016 Magnus Norddahl
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
#pragma once
#include "tarray.h"
#define MINZ double((2048*4) / double(1 << 20))
struct particle_t;
struct FVoxel;
namespace swrenderer
{
class RenderThread;
class VisibleSprite;
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struct DrawSegment;
class RenderTranslucentPass
{
public:
RenderTranslucentPass(RenderThread *thread);
void Deinit();
void Clear();
void Render();
bool ClipSpriteColumnWithPortals(int x, VisibleSprite *spr);
RenderThread *Thread = nullptr;
private:
void CollectPortals();
void DrawMaskedSingle(bool renew);
TArray<DrawSegment *> portaldrawsegs;
};
}